While waiting for my rift to transition from processing to shipped, had a fun idea for an experiment with this demo that I think I might try with a partner. Anyone else, like me, have an inversion table? Might be silly fun to have someone monitor your coaster trip on the computer screen while matching your drops and climbs with pushed swivels on the table for an added "gravity effect."

Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car

Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car

Agreed. It feels like the cart is rotating around your body, which is very unnatural. The same goes for pitch, your view should tilt forward when going downhill and vice-versa. Basically just apply the head orientation to the entire cart orientation.

I demoed the Rift at my work again. This time I had new content. I work an Audio Video company doing IT, web, etc. I showed the RiftCoaster to one employee and he said this would be nice with a D-Box chair and he was right D-Box chair would be a nice haptic feedback device to be married with the Rift.l I want to send email.

Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car

Agreed. It feels like the cart is rotating around your body, which is very unnatural. The same goes for pitch, your view should tilt forward when going downhill and vice-versa. Basically just apply the head orientation to the entire cart orientation.

Watching a few more videos, I really think I needs the camera to follow the cart - so when it goes round corners the camera tilts too. Quite a few people are just looking straight ahead as it goes done the main drop and around the banked corners, wheras e in a real coaster your head would follow the car

Agreed. It feels like the cart is rotating around your body, which is very unnatural. The same goes for pitch, your view should tilt forward when going downhill and vice-versa. Basically just apply the head orientation to the entire cart orientation.

I may be missing somethinghere but is there any way of enabling the 3d effect without having a rift connected? I am currently using a diy hmd using an android device as the screen and want to stream this demo using splashtop.

It seems the stereo commands are not enabled in udk without therift connected? Is there a hacked monitor driver around to make it think i have a rift?

I tried uing the tridef drivers to do the 3d effect but they only work in fullscreen and splashtop crashes out saying fullscreen not supported.

I saw a few videos of people trying to do the roller coaster demo while standing still, and no one succeeded.I see a contest coming, who will be the first to experience the whole demo without sitting?Of course, you have to try this only in a safe space (not in the kitchen near the table or some knives ) and with the presence of anothr guy

I have to say as well after riding this coaster about a hundred times now, it would be great if we could make the drop higher? The tower on the right just before the existing drop now would be amazing. You could even twirl the track round the tower as you are going up.

I was wondering if anyone could help me out with a problem I've been having. I got the email yesterday that my Rift will be shipping soon, so I started up the RiftCoaster again to see if it works. It has worked just fine in the past, but now no sound is playing at all. The windows volume mixer shows that UDK isn't trying to play any sounds. I've tried completely deleting all of UDK's files and reinstalling the RiftCoaster fresh, and I've tried restarting my computer, but neither of those things have helped.

I have to say as well after riding this coaster about a hundred times now, it would be great if we could make the drop higher? The tower on the right just before the existing drop now would be amazing. You could even twirl the track round the tower as you are going up.

Well you're probably going to have to, because that's not what he said. The non-abbreviated sentence would read something like:"Chances are [if I decide to do more work on this project], it would be a new coaster altogether".

_________________Sometimes I sits and thinks, and sometimes I just sits.

Tried this today (sans Rift) and its really cool, good work man. Even with a HMZ-T1 and no head tracking you still get a good sense of vertigo at the top. Quick question is there any chance you could release a version that has the YEI Space Sensor sensor support built in. They have just updated their UDK libraries and it is pretty easy to get working. Would certainly help me fill those long nights waiting for my Rift to arrive

Quick question is there any chance you could release a version that has the YEI Space Sensor sensor support built in.

It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...

Quick question is there any chance you could release a version that has the YEI Space Sensor sensor support built in.

It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...

I don't think we can expect anything anytime soon. He's gone pretty silent which is a shame.

It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...

Since I presume this is a tech demo (rather than a product for profit), it would be really great if the UDK development version could be released (rather than the redist) so that people could edit this and add on any mods they like.

Boone has done a brilliant job with this. Would just be nice if those interested could have a tinker with it.

It would actually be MUCH better if he released a version that allowed VRPN inputs. VRPN is extremely easy to integrate into an application (I doubt it would be much/any easier to get it going using their direct support in UDK), and then he only has to do it once, and it will support a huge variety of sensors.

This is probably something that most demo coders here should be thinking about as well at some point...

Since I presume this is a tech demo (rather than a product for profit), it would be really great if the UDK development version could be released (rather than the redist) so that people could edit this and add on any mods they like.

Boone has done a brilliant job with this. Would just be nice if those interested could have a tinker with it.

I did, I messaged him directly and asked for the map so that I could have a go at editing it. But he was not willing to hand it over as it's a work in progress. He did say the other day that any new roller coaster would be a new one altogether so hopefully he will share the old one with the Rift/UDK community.

I believe the improvement is massive, specially over the standard settings with 1280x720(??) and no AA.

Also, does anyone know how to improve UDK's LOD/mipmap distance settings? I think this demo is pretty bad in that respect (especially after the jump where you can see the geometry suddenty appear and the textures quickly changing). I have tried messing with the MinLODSize and LODBias vars in UDKSystemSettings.ini with not much luck.

I believe the improvement is massive, specially over the standard settings with 1280x720(??) and no AA.

Also, does anyone know how to improve UDK's LOD/mipmap distance settings? I think this demo is pretty bad in that respect (especially after the jump where you can see the geometry suddenty appear and the textures quickly changing). I have tried messing with the MinLODSize and LODBias vars in UDKSystemSettings.ini with not much luck.

I don't get it.I tried it, and I wanted it to work, but i just found it boring. A roller coaster is not a visual experience. I don't understand what other people got out of this, it was completely bland for me.

I believe the improvement is massive, specially over the standard settings with 1280x720(??) and no AA.

Also, does anyone know how to improve UDK's LOD/mipmap distance settings? I think this demo is pretty bad in that respect (especially after the jump where you can see the geometry suddenty appear and the textures quickly changing). I have tried messing with the MinLODSize and LODBias vars in UDKSystemSettings.ini with not much luck.

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